Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Hexton Oct 31, 2015 @ 9:14am
As a full Mage, how many magic skills can I master or should?
Im new to playing game, and Im trying to decide what spell elements I want to master. Can I master all over time, if I do am I crippling myself from other good skills for mage?

I want my main guy to be the talker so was looking at charm for dialoge and crafting looks good.

Then I though about wands, seems like a heavy investment, but at least I could attack (did intro part before deleting, because only spells i had to reach was flare and was on timer) was annoying so deleted came here for advice.
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Showing 1-12 of 12 comments
Big Mad Wolf Oct 31, 2015 @ 9:29am 
This game is less about mastering a skill try and more about talking what you need for you playstyle. Now that the skill books at end of time don't respawn, it will be even harder to master a lot. I guess, the question will be, wich classes do you wish to get to level 5 because of the trait or because of skills to learn than an on wich you can life with a lower level. Going dual-wield with wand sure will make it harder to master skills, because you need a lot of investment there too.

There are many Novice/Adept spells wich will only need level 1/2 in the skill but are still pretty useful. They also reworked how many spells you can learn per level. So it will take even more think and perhaps even unlearning of skills to learn something more helpful. :)
Mr.Pessimism Oct 31, 2015 @ 9:29am 
full mages who wish to have all the spells need 5 in their magics now. you could get away with 4 but you could only learn one master spell. 5 only gets 2 but hey you like magic. as for wands you can use a wand with no points in the actual skill.

you should only invest in wands if your a inquisitor.

as for magic i would stick to two main magics if you want every spell. skill points are extremely important these days. if you try to master everything you will severely hurt your character.

for a full mage i would save every point to put into the magics i wanted to use till they are maxed then branch off into other areas.

frankly if i were you i would think about where i was going before trying to get there. a full mage class isn't constant damage till higher levels they are bursty in the beginning. also its not all about damage mages are a utility class offering cc/defense. they have spells that can make you immune to status effects cure status effects and absorb damage from elements.

some magics are better than others with that being said the first part of the game poison is near useless but in the second act makes a come back. geomancy is good for summons and buffs for your characters also.

air magic on the other hand is good for two reasons cc and wiping the field of ground elements.

while pyromancy is all about damage and puting down fire on the ground, match with geomancy is pretty much the best magic combo for it.

water is the healer tree which boast some pretty good cc too. comes with status cleansing magic and by far the most used magic in the game.

witch craft is all about status ailments like blind. which will have your foes standing around doing nothing. one note though you may or may not want to take witch craft to 5 its master level skills are not as strong as some of the others. although death punch does a lot of damage it requires you to get too close for a cloth wearing full mage should ever be.
Hexton Oct 31, 2015 @ 10:04am 
Thanks for the input, guess I better think what elements or whitch craft, I want. With EE are there new spells and or old spells tweaked better, that you guys have played before EE might not know about?

Favorite elements combo you like? So hard to choose!
Big Mad Wolf Oct 31, 2015 @ 10:34am 
Witchcraft has now a charme, boulder bash can't knock down anymore... They have heavily improved firefly and icewall and have nerfed shields. There some changes, some new stuff. I ike playing with everything no relying on one combo. Because different enemies need different combos ;)
Stabbey Oct 31, 2015 @ 10:50am 
Originally posted by Mr.Pessimism:
you should only invest in wands if your a inquisitor.

I don't know about that. An Inquisitor doesn't want or need to max out all their magic skills, but if you're really going for the close-range spell build, you'll want to invest somewhat into all the magic schools. How many points that means into the EE, I'm not sure yet.


as for magic i would stick to two main magics if you want every spell. skill points are extremely important these days. if you try to master everything you will severely hurt your character.

for a full mage i would save every point to put into the magics i wanted to use till they are maxed then branch off into other areas.

frankly if i were you i would think about where i was going before trying to get there. a full mage class isn't constant damage till higher levels they are bursty in the beginning. also its not all about damage mages are a utility class offering cc/defense. they have spells that can make you immune to status effects cure status effects and absorb damage from elements.

some magics are better than others with that being said the first part of the game poison is near useless but in the second act makes a come back. geomancy is good for summons and buffs for your characters also.

air magic on the other hand is good for two reasons cc and wiping the field of ground elements.

while pyromancy is all about damage and puting down fire on the ground, match with geomancy is pretty much the best magic combo for it.

water is the healer tree which boast some pretty good cc too. comes with status cleansing magic and by far the most used magic in the game.

witch craft is all about status ailments like blind. which will have your foes standing around doing nothing. one note though you may or may not want to take witch craft to 5 its master level skills are not as strong as some of the others. although death punch does a lot of damage it requires you to get too close for a cloth wearing full mage should ever be.

This is definitely good advice though.

Well, as for the last line, by the time you can learn Death Punch, an Inquisitor should have enough other tools to make it very useful. I have an Inquisitor in vanilla and Death Punch is a really fantastic attack.
Mr.Pessimism Oct 31, 2015 @ 11:18am 
yes but now you have to have atleast 4 in witch craft to have death punch which means putting more points into witch craft. with the way the class is set up from the start you already spread across three magics plus dual wield and wand. thats a lot of points going every where gonna be hard to get 4 into one magic.
Krave Oct 31, 2015 @ 11:44am 
There is, by far, one superior skill tree as a mage and it is Witchcraft. You get ressurection, summon death knight, drain will, and the granddaddy of all spells, RAPTURE (charm).
Hexton Oct 31, 2015 @ 12:48pm 
Good stuff, I wasnt really thinking witchcraft at first, but I will now. I tried wands then deleted just to try distance.

Seems wands are good not just close up, it adds spells & good damage. Maybe not dual wield, to save a piont? For another element.

Seems stupid to take away knock down from boulder bash (never used yet), if you have been hit by a boulder you would think you would fall down.

So is fire skill still good without earth?
Last edited by Hexton; Oct 31, 2015 @ 12:50pm
Krave Oct 31, 2015 @ 12:56pm 
Best thing about wands is that they can proc elemental effects. Rain + groundattack with electricity wand, for example.

Fire is not the dps god it was before. Fireball took a huge nerf to range. I use as a support tree now - purifying flames, haste, mainly.
agsst11 Oct 31, 2015 @ 4:00pm 
If I plan on having a fire/earth wizard PC and taking the water/air companion wizard would either have room for or be good to add witchcraft to?
la_nague Oct 31, 2015 @ 4:01pm 
i try it with witch/geo/air now.

Witchcraft is good now, so need to cram that in somehwere xD
Big Mad Wolf Oct 31, 2015 @ 4:09pm 
Our team consists of Madora (man-at-arms/scoundrel), PC1 (man-at-arms/geo/water/air/fire) most skill won't get maxed they are just for certain skills, PC2 (water/fire/witchery) probably maxing fire first and Bairdotr (pure ranger)

Everything goes, nothing has to be maxed :)
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Date Posted: Oct 31, 2015 @ 9:14am
Posts: 12